Game device with moving objects competing for a game score

ABSTRACT

A game device displays on a display monitor scenes of a vehicle moving in response to manipulations by the player. The display monitor further displays a plurality of goal determining elements. A goal point and a time limit to reach the goal point are set when one of the goal determining elements is picked up. Time is counted from when the goal point and the time limit are set. The game device determines an amount of time for the vehicle to reach the goal point and a score that the player has achieved.

This is a division of application Ser. No. 09/444,293, filed Nov. 22,1999, which is based upon and claims the benefit of priority from theprior Japanese Patent Application No. 10-333116, filed Nov. 24, 1998,all of which are incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention generally relates to a game device and imageprocessing device wherein players compete for game scores in accordancewith the superiority of the state of arrival upon a moving objectreaching a goal. The present invention particularly relates to a gamedevice wherein the player himself/herself selects the goal determiningelement, which becomes the objective of the moving object moving in agame space, and game scores are determined in accordance with the stateof reaching such selected goal.

2. Description of the Related Art

Conventionally, this type of game device has been known as a devicewhich provides a game for a player to compete for game scores inaccordance with the superiority of the state of arrival upon a movingobject such as a race car reaching a goal.

By utilizing this game device, a player simulation drives the movingobject such as a race car along a predetermined course, and endeavors topass this moving object through a checkpoint within a predetermined timelimit in accordance with such course. The player thereby competes forgame scores obtainable in accordance with points received upon themoving object passing through the checkpoint and the superiority of thestate of arrival upon such moving object reaching the goal.

Nevertheless, according to the aforementioned game device, the goal ofthe moving object is predetermined and the player always proceeds to thesame goal. This results in a problem of the game progress becomingmonotonous, and the player may not enjoy a variation in the game.

Further, according to the aforementioned game device, the displayposition of the screen was determined in advance without considerationto the player's preference, and the display screen therefore lackedreality and sense of speed.

Moreover, according to the aforementioned game device, only images seenfrom a predetermined angle were displayed when driving the moving objectin reverse. This results in a problem of the image lacking reality, andhinders the player from driving the moving object in reverse.

SUMMARY OF THE INVENTION

In other words, an object of the present invention is to provide a gamedevice which determines the goal point pursuant to the game progress andnot in advance. Another object of the present invention is to provide agame device capable of displaying the game display screen from aviewpoint preferred by the player. Still another object of the presentinvention is to provide a game device capable of displaying the reversemovement of the moving object from the player's line of sight pursuantto such reverse movement.

In order to achieve the aforementioned objects, the present invention isa game device for competing for game scores in accordance with thesuperiority of the state of arrival upon a moving object reaching agoal, the game device comprising: presentation means for presenting agoal determining element, which becomes the objective of the movingobject moving in a game space; and judgment means for determining gamescores by judging the superiority of the state of arrival in accordancewith the selected goal determining element upon-selecting one among aplurality of goal determining elements provided by the presentationmeans.

The presentation means is for presenting a simulation road regarding thegame space, a simulation taxi regarding the moving object, and asimulation taxi passenger regarding the goal determining element; andthe judgment means is capable of judging whether a moving object reachesthe goal within a prescribed time limit of a game determined perpassenger with respect to the superiority of the state of arrival, anddetermining the superiority of the game results by accumulating the tipsobtainable upon the competition with other moving objects.

The judgment means comprises: a time meter capable of judging whether amoving object reaches the goal within a prescribed time limit of a gamedetermined per passenger with respect to the superiority of the state ofarrival; and a tip meter capable of determining the superiority of thegame results by accumulating the tips obtainable upon the competitionwith other moving objects.

The time meter is means for representing the index with respect to theremaining time in the overall game, and the tip meter is means forrepresenting the index with respect to the elapsed time per passenger.

In order to achieve the aforementioned objects, the present invention isa game device for displaying images from a forward movement virtualcamera taken from a prescribed viewpoint upon a moving object moving inthe game space, and provided with a reverse movement exclusive virtualcamera for exclusively showing a reverse movement, the game devicecomprising: reverse movement selection means for selecting the reversemovement of the moving body; and switching means for detecting theoperation of the reverse movement switching means and switching thevirtual camera to the reverse movement exclusive virtual camera.

The reverse movement exclusive virtual camera is positioned to the rearof and higher than the forward movement camera, and shows the rear ofthe moving object from a viewpoint which moves together with-the movingobject.

In order to achieve the aforementioned objects, the aforementionedvirtual cameras comprise viewing angle adjustment means for adjustingthe viewing angle showing the game space and objects, and adjusting theviewing angle pursuant to the player's preference.

The present invention is also a storage medium which stores a programfor making a computer execute the aforementioned game.

Here, storage medium is a medium storing information (mainly digitaldata and programs) by some type of physical means, and is capable ofmaking processing devices such as a computer or dedicated processorexecute prescribed functions. In other words, any medium capable ofdownloading a program to a computer with some means and making suchcomputer execute prescribed functions will suffice. For example, suchmedium includes a flexible disk, hard disk, magnetic tape, magneticdisk, CD, CD-ROM, DVD-RAM, DVD-ROM, DVD-R, PD, MD, DCC, ROM cartridge,RAM memory card with battery backup, flash memory cartridge,non-volatile RAM cartridge, etc. Further, situations where data isreceived from a computer via wireless or radio communication circuits(public circuits, data dedicated circuits, satellite circuits, etc.)shall also be included herein. The so-called Internet is also includedin the storage medium referred to herein.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view showing the game device according to thepresent invention;

FIG. 2 is a plane view showing a structural example of the operationswitch of the game device according to the present invention;

FIG. 3 is a block diagram showing a structural example of the gameprocessing board of the game device according to the present invention;

FIG. 4 is a plane view showing the tip meter and time meter used in thegame device;

FIG. 5 is a flowchart showing the action of the game device;

FIG. 6 is a flowchart for explaining the time management of the gamedevice;

FIG. 7 is an explanatory diagram showing the position relationshipbetween the moving object, forward movement virtual camera and reversemovement exclusive virtual camera;

FIG. 8 is a conceptual diagram showing a structural example of the gamedevice for switching the forward movement virtual camera and reversemovement exclusive virtual camera;

FIG. 9 is an explanatory diagram showing an example of the imageobtained by the reverse movement exclusive virtual camera;

FIG. 10 is a conceptual diagram showing the relationship between theviewing angle adjustment means and the moving object, forward movementvirtual camera and reverse movement exclusive virtual camera.

FIG. 11 is a conceptual diagram showing a structural example of theadjustment means; and

FIG. 12 is an explanatory diagram showing an example of the picture uponadjusting the viewing angle.

DESCRIPTION OF THE PREFERRED EMBODIMENT

The preferred embodiment of the present invention is now explained withreference to the relevant drawings. FIG. 1 is a perspective view showingan embodiment of the driving game device according to the presentinvention. In FIG. 1, reference numeral 1 shows the game device mainbody.

This game device main body 1 is structured of a housing 2 imitating theshape of the driver's seat of a car and a display 3 provided to thefront of the housing 2. This housing 2 is structured of a seat 4 towhich the player sits and an operation device 5 provided to the front ofthe seat 4. Although not shown, a reverse movement vibration generatoris provided to the seat 4 of the housing 2 and a forward movementvibration generator is provide to the operation device 5. This enablesthe player to experience a realistic vibration upon the vibrationdetection being conducted.

Speaker mounting holes are arranged on both sides of the front face towhich the operation device 5 of the housing 2 is provided, and abackground music speaker 8 a and sound effect speaker 8b are providedwithin such holes. Speaker boxes are arranged on both sides of the seat4 of the housing 2 and sound effect speakers 8c are provided-inside'suchspeaker boxes.

Arranged on the operation device 5 provided to the housing are asteering wheel 5 a, accelerator and brake 5 b, shift bar 5 c, andoperation switch 5 d such as a view change switch and selection switch.A game processing board 10 and other circuits are arranged inside thehousing 2. The player makes free use of the operation devices such asthe steering wheel and plays the taxi driving game displayed on thedisplay.

FIG. 2 is a plane view showing the details of the operation switch 5 d.In FIG. 2, the door switch 5 da within the operation switch 5 d is fordesignating the passenger to board the taxi (determination of goaldetermining element). The view-change switch 5 db within the operationswitch 5 d inclines frontward and backward, and during the period suchswitch is pressed toward the inclined frontward or backward position, itis capable of outputting the ON state, for example. Therefore, it ispossible to use this view-change switch 5 db so as to change the viewingangle to become smaller while such button is pressed frontward, and tochange the viewing angle to become larger while such button is pressedbackward.

FIG. 3 is a block diagram showing the game processing board 10 of thegame device according to the present embodiment. In FIG. 3, the gameprocessing board 10 is structured of a CPU block 50, video block 51,sound block 52, encoder 160, and D/A converter 170.

The aforementioned CPU block 50 is structured of an SCU (System ControlUnit) 100, main CPU (Central Processing Unit) 101, main memory (RAM)102, ROM 103, and input interface 104.

The aforementioned SCU 100 is capable of controlling thetransmission/reception of data by assigning a bus-exclusive time to thedevices mutually connected via the busses. The CPU 101 executes theinitial program stored in the ROM 103 upon the power being turned on,and initializes the entire device. Thereafter, the CPU 101 develops onthe main memory (RAM) 102 a prescribed operating system or gameprocessing program from the ROM 103, executes such system or gameprocessing program and processes the game development, and orders thepreparation of pictures and sounds. The CPU 101 is capable of providingsound data to the sound block 52 and controlling the operation thereof.The CPU 101 is further capable of processing the game processing programbased on the input data from the I/O interface 104 and realizing aprescribed game development.

The main memory (RAM) 102 mainly works as the work memory for storingthe aforementioned operating system and game processing program. The ROM103 stores the initial program, operating system, and game processingprogram.

The I/O interface 104 is connected to the steering wheel 5 a, pedalterminal 5 b, shift lever 5 c, operation switch 5 d, etc. of theoperation device 5. Thereby, the operation signals of the steering wheel5 a, pedal terminal 5 b, shift lever 5 c, operation switch 5 d, etc. ofthe operation device 5 are read by the CPU 101 as digital data. Further,a vibration device not shown is connected to the I/O interface 104.Thus, the I/O interface 104 activates the vibration generator pursuantto the vibration order from the CPU 101 and the seat 4 and/or operationdevice 5 of the housing 2 is vibrated in accordance with the contents ofthe game.

The video block 51 comprises a VDP (Video Display Processor) 120 fordrawing characters and the like made from polygon data of a video game,and a VDP 130 for drawing background images and performing synthesizingclipping processing to polygon image data and background images. The VDP120 is connected to the VRAM 121 and frame buffers 122, 123. The drawingdata of polygons representing the character of a video game machine issent from the main CPU 101 to the SCU 100 via the VDP 120, and writtento the VRAM 121. The drawing data written to the VRAM 121 is, forexample, drawn to frame buffer 122 or 123 in a 16- or 8-bit/pixelformat. Data drawn to frame buffer 122 or 123 is sent to the VDP 130.Information for controlling the drawing is provided to the VDP 120 fromthe main CPU 101 via the SCU 100. The VDP 120 thereby executes thedrawing processing pursuant to such instructions.

The VDP 130 is connected to the VRAM 131, and the image data output fromthe VDP 130 is output to the encoder 160 via the memory 132. The encoder160 generates picture signals by adding synchronization signals etc. tothis image data, and outputs this to the display 3. Thereby, the gamescreen is displayed on the display 3.

The sound block 52 is structured of a DSP 140 which synthesizes soundspursuant to the PCM format or FM format, and a CPU 141 which controlsthis DSP 140. Sound data generated by the DSP 140 is output to speakers8 a, 8 b, 8 c after being converted to a plurality of channel signals bythe D/A converter 170.

FIG. 4 shows a tip meter and time meter, which displays the game time,to be displayed on the display, and FIG. 4A shows the tip meter and FIG.4B shows the time meter.

In FIG. 4A, the tip meter 310 is shaped such that display points 311,311, 311 are arranged in a circle, and such display points 311, 311, 311successively light up upon the player obtaining tips (additional points)during the game development.

The game operation of this type of game device is hereinafter explainedwith reference to FIG. 5 and 6, based on FIGS. 1 through 4. Here, FIG. 5is a flowchart showing the game processed by the game device. FIG. 6 isa flowchart showing the management of the game time.

Upon starting the game, the CPU 101 of the CPU block 50 executes theprocessing for displaying the initial screen (S101 of FIG. 5). Thereby,the initial screen is displayed from the video block 51 to the display3, and the sound signals are provided to the speakers 8 a, 8 b, 8 c fromthe sound block 52 via the D/A converter 170. Further, the game time isset to the game meter 320.

The CPU 101 executes a game time management flowchart separate from theaforementioned flowchart. That is, the CPU 101 subtracts the providedgame time pursuant to the game progress (S201, S202 of FIG. 6; NO) and,when the game time runs out (S202; YES), compulsorily ends the game(S203 of FIG. 6). The CPU 101 orders the video block 51 to display thissubtraction result (S201) on the time meter 320. Thus, displayed on thetime meter 320 displayed on the display 3 is a state where the game timegradually decreases.

Next, the CPU 101 of the CPU block 50 reads operation signals from thesteering wheel 5 a, pedal terminal 5 b, shift lever 5 c and operationswitch 5 d of the operation device 5 via the I/O interface 104 (S102).Further, the CPU 101 of the CPU block 50 executes the program anddevelops the game pursuant to such operation signals (S103). Thereby,shown on the display 3 are images of a taxi cruising down a street andsounds corresponding to such screen are output from the speakers 8 a, 8b, 8 c.

Thereafter, the CPU 101 of the CPU block 50 orders the preparation ofimages of a taxi cruising down such street (S102 ˜S103) as well asdetermines taxi passengers (goal determining element) to be displayed onthe screen by random calculation (S104). This is in order to prevent theplayer from learning the goal conditions etc., as it may be possible ifthe same person is always displayed upon the start of a game.

The CPU 101 provides the passenger (goal determining element)information calculated and determined by the CPU 101 to the video block51 and orders the display of such passenger (S105). The video block 51thereby performs the processing for displaying such passenger on thedisplay 3 and provides this to the display 3.

The player orders whether to board the taxi passenger displayed on thescreen with the operation of the steering wheel 5 a of the operationdevice 5 and the door switch 5 da (S106). That is, if the player decidesnot to board the passenger (S106; NO), he/she operates the steeringwheel 5 a such that the taxi does not approach the passenger side.Contrarily, if the player decides to board the passenger, he/sheapproaches the passenger by operating the steering wheel 5 a, stops thetaxi by operating the pedal terminal 5 b, and presses the door switch 5da.

If the player decides not to board the passenger at this time (S106;NO), the CPU 101 reads the operation signals from the steering wheel 5a, pedal terminal 5 b, shift lever 5 c and operation switch 5 d of theoperation device 5 via the I/O interface 104 (S102). The CPU 101 of theCPU block 50 executes the program and develops the game based on suchoperation signals (S103). Thereby, shown on the display 3 are images ofa taxi cruising down a street and sounds corresponding to such screenare output from the speakers 8 a, 8 b, 8 c.

Once again, excluding the taxi passenger displayed in the precedingstep, the CPU 101 of the CPU block 50 determines the taxi passenger tobe displayed on the screen by random calculation (S104), and displayssuch passenger (S105).

Here, the player determines once again whether to board the passenger(S106). In the aforementioned explanation, discussed was the situationwhen a player decided not to board the passenger (S106), so discussedbelow is the situation when a player decides to board the passenger(S106; YES).

In other words, when the player decides to board the passenger (S106;YES), he/she operates the steering wheel 5 a to approach the passengerside, stops the taxi by operating the pedal terminal 5 b, and pressesthe door switch 5 da. The CPU 101 of the CPU block 50 thereby reads suchinformation via the I/O interface 104, and detects that such passengerhas been selected. Thereupon, the CPU 101 lights up a prescribed numberof display points 311 on the tip meter 310.

Then, the CPU 101 foremost judges whether the player's driving techniquehas been measured (S107). Here, when the CPU 101 judges that theplayer's driving technique has not yet been measured (S107; NO), the CPU101 judges the driving technique based on the information relating tothe player's driving technique obtained from the operation in stepsS102˜S106 (S108). Assuming, for example, that the player's drivingtechnique has been previously measured and such information isavailable, the CPU 101 does not measure the player's driving technique(S107; YES). Moreover, the player's driving technique is determined, forexample, by measuring in advance the time required to reach a certainpoint from a different point displayed on the display 3, and rankingsuch time.

The CPU 101 then determines the goal point and time limit in accordancewith such goal point (S109) based on the information relating to thedriving technique judged at step S108 or information related to thepreviously obtained driving technique, and the information of theselected taxi passenger. When the CPU 101 determines the above, the CPU101 orders the video block 51 to display the time limit of the game onthe time meter 320. The CPU 101 then starts the game and the counter(S110).

Next, the CPU 101 of the CPU block 50 reads operation signals from thesteering wheel 5 a, pedal terminal 5 b, shift lever 5 c and operationswitch 5 d of the operation device 5 via the I/O interface 104 (S111).The CPU 101 of the CPU block 50 executes the program and develops thegame based on such operation signals (S112). Thereby, shown on thedisplay 3 are images of a taxi travelling toward the goal while boardinga passenger and sounds corresponding to such screen are output from thespeakers 8 a, 8 b, 8 c.

During the aforementioned game development, the CPU 101 judges whetherthe taxi passed any other cars at a close range (S113). If the taxipassed by other cars at a close range (S113; YES), the CPU 101determines that the driving technique is good and orders the tip meter310 to add and display the tip (S114). The video block 51 therebyprepares a screen wherein the tip meter 310 lights up the display point311 and provides this to the display 3. Contrarily, if the taxi did notpass by other cars at a close range (S113; NO), no tip is added and theCPU 101 moves to the next step.

The CPU 101 then judges whether the taxi has reached the goal (S115). Ifthe CPU 101 judges that the taxi has not yet reached the goal (S115;NO), the CPU once again continues the processing steps from S111 toS115.

Here, if the CPU judges that the taxi has reached the goal (S115; YES),the CPU 101 judges the superiority of the state of arrival (S116) inaccordance with the selected goal determining element based on thecounter and number of tips, etc. Thereupon (S116), if the actual drivingtime is less than the time limit of the game determined in accordancewith the passenger or player's driving technique, the display points 311of the tip meter 310 are lit up in accordance with such time. The playeris thereby able to add points to his/her score.

If the judgment results of the superiority of the state of arrival instep S116 exceeds a prescribed value (S117; YES), the game time, ifremaining, is accumulated (S118), and it is possible to return to stepS102 and start the taxi game from the beginning. Further, as informationof the player's driving technique can be obtained during steps Sill toS116, here, the CPU 101 renews the player's driving technique (S116).When restarting the game by returning to step S102 (S117; YES), theaccumulated tips are reset, and the display points 311 of the tip meter310 will all disappear.

On the other hand, if the judgment results of the superiority of thestate of arrival in step S116 is less than a prescribed value (S117;NO), the CPU 101 orders a game over display (S119), and ends the game.

In this type of game device, the driving time until boarding thepassenger is measured and ranked, and the player's driving technique isranked as well. Thus, when the goal point is determined upon boarding apassenger, an adequate time limit of the game until the goal point isset in accordance with such driving technique.

Further, in this game device, when a player drives the taxi to the goalpoint and reaches such goal within the time limit, the player's drivingtechnique is re-ranked in accordance with the remaining time and isreflected in the game development and in the time limit of the gamethereafter. Therefore, as the goal point and time limit may be set inaccordance with the player's driving technique, it is possible for boththe advanced player and beginner player to enjoy the game as an adequatetime limit is set thereby.

If the game time remains during the play of the aforementioned game,such remaining time may be added to the time limit of the next game.

In the aforementioned game device, the goal point is not unconditionallydetermined in advance, and is determined for the first time uponboarding the passenger. Moreover, the time limit of the game is set inconsideration of the player's driving technique and the player drivesthe taxi toward such goal point. As the game is developed with tipsobtained during such driving and the game time obtained pursuant to thegoal point, the game development has diversity. Further, there is theadvantage that the amusement of the game is enhanced due to the gamedevelopment being influenced by unexpectedness and the player's drivingtechnique.

FIG. 7 is a diagram explaining the positional arrangement of the forwardmovement camera, reverse movement camera, and taxi. In FIG. 7, the gamedevice 1 displays the picture upon reverse movement to the display 3based on picture information obtained as follows. That is, in FIG. 7,the game device 1 arranges the taxi 510, which is the moving object, tothe inside of the game space 511, and obtains picture information of astate where the taxi 510 moving inside the game space 511 is viewed withthe forward movement virtual camera 512 from a prescribed viewpoint.This obtained picture information is displayed on the display 3 of thegame device 1 pursuant to the game development.

This game device 1 is further capable of, upon driving the taxi inreverse, displaying on the display 3 the picture information obtained byviewing with the reverse movement exclusive virtual camera 513, which isexclusively for viewing the reverse movement, with the arrangement inFIG. 7. At such time, the reverse movement exclusive virtual camera 513is positioned at the back of and higher than the forward movementvirtual camera 512, and the game device 1 displays on the display 3picture information obtained from a state wherein the rear of the taxi510 is viewed from a viewpoint which moves together with the taxi 510.

FIG. 8 is a conceptual diagram showing an example for obtaining imageinformation on the display by using the reverse movement exclusivevirtual camera. In FIG. 8, the game device 1 is realized by the shiftlever 5 c, which is the rear movement selection means for selecting thereverse movement of the taxi 510, switching means 514 for reading theoperation information of such shift lever 5 c via the I/O interface 104and switching from the forward movement virtual camera 513 to thereverse movement exclusive virtual camera 512 upon detecting that it isa reverse movement, image processing means 515 for processing thepicture information from the camera 512 or 513, and display 3 fordisplaying the picture from such image processing means 515. Moreover,the forward movement virtual camera 512, reverse movement exclusivevirtual camera 513, switching means 514, and image processing means 515are realized by the CPU 101.

According to the above-described operation in the present embodiment,when the taxi stops due to the pedal terminal 5 b of the operationdevice 5, and the pedal terminal 5 b is operated after the reversemovement is selected by the operation of the shift lever 5 c, the CPU101 moves to the reverse movement processing. The CPU 101 foremostoperates the switching means 514 and switches the forward movementvirtual camera 512 to the reverse movement exclusive virtual camera 513.Thereafter, the CPU 101 provides orders to the video block 51 fordisplaying reverse-movement images in accordance with the operation ofthe steering wheel 5 a and pedal terminal 5 b of the operation device 5.The video block 51 thereby forms pictures according to the operation ofthe steering wheel 5 a and pedal terminal 5 b and sends such pictures tothe display 3. Then, shown on the display 3 are, for example, image 600of FIG. 9A and image 601 of FIG. 9B.

As such images are displayed on the display 3, it is possible for theplayer to easily drive the taxi in reverse whenever necessary. Moreover,in this embodiment, it is extremely easy to grasp the reverse-movementscreen.

FIG. 10 is a conceptual diagram showing the viewing angle relationshipof the forward movement virtual camera and the reverse movementexclusive virtual camera. In FIG. 10, the game device 1 arranges thetaxi 510, which is the moving object, to the inside of the game space511, and obtains picture information of a state where the taxi 510moving inside the game space 511 is viewed with the forward movementvirtual camera 512 from a prescribed viewpoint. Moreover, provided tothe forward movement virtual camera 512 and reverse movement exclusivevirtual camera 513 are first means 516 and second means 517 for movingthe camera angle and camera position. This obtained picture informationis displayed on the display 3 of the game device 1 pursuant to the gamedevelopment.

FIG. 11 is a conceptual diagram of the operation system. In FIG. 11, thegame device 1 is structured of a view-change switch 5 db for adjustingthe viewing angle, control means 518 for reading via the I/O interface104 operation information from the view-change switch 5 db and changing(adjusting) the viewing angle of the forward movement virtual camera 512or reverse movement exclusive camera 513 pursuant to signals forchanging the viewing angle, and first means 516 and second means 517 forchanging the position and angle of the forward movement virtual camera512 or reverse movement exclusive virtual camera 513 pursuant to theoperation signals from the control means 518.

The first means 516 is structured of means 516 a for changing theposition of the forward movement virtual camera 512, and means 516 b forchanging the angle of the forward movement virtual camera 512.

The second means 517 is structured of means 517 a for changing theposition of the reverse movement exclusive virtual camera 513, and means517 b for changing the angle of the reverse movement exclusive virtualcamera 513.

The aforementioned means 516, 517 and control means 518 realized in thegame device 1 are realized by the CPU 101.

According to the present embodiment, as the forward movement virtualcamera 512 and the reverse movement exclusive virtual camera 513 arecapable of adjusting the viewing angle of the game space and objects tobe displayed, the player may adjust such viewing angle pursuant tohis/her preference. Thus, when seeking to obtain reality, the player maypress the view-change switch 5 db such that the viewing angle willbecome small. This enables the obtainment of realistic images.

On the other hand, when seeking to obtain a large background view withincreased sense of speed, the player may press the view-change switch 5db such that the viewing angle will become large. This enables theobtainment of images with increased sense of speed.

The image 700 obtained by the forward movement virtual camera 512arranged as shown in FIG. 10 is displayed, for example, as shown in FIG.12A. This image 700 is displayed with little front view.

Contrarily, the image 701 obtained by the reverse movement exclusivevirtual camera 513 set as per the aforementioned situation is displayed,for example, as shown in FIG. 12B. This image 701 is displayed with abetter front view than the previous situation.

According to the present embodiment, the game may be progressed byincreasing the viewing angle for enjoying the sense of speed anddecreasing the viewing angle for enjoying the sense of reality pursuantto the player's preference. Thus, the player may enjoy the game withhis/her preferred picture.

In the aforementioned embodiment, the moving object was a taxi but mayof course be other moving objects. For example, it may be a truckdriving game. In such case, the goal point may be changed in accordancewith the cargo to be conveyed.

According to the aforementioned invention, as the goal point is notdetermined until the goal determining element is introduced to themoving object, and as the game is developed in consideration of theplayer's driving technique, the game development becomes complex, andenhances the amusement of the game.

Furthermore, according to the present invention, upon reverse movement,the player may easily and surely drive in reverse as a picture obtainedfrom an exclusive camera position for forming the reverse movement imageis displayed.

Moreover, according to the present invention, as the player maypreferably set the viewing angle of the game screen, he/she may enjoygame images with a sense of speed and reality.

1. A game device for competing for a game score, wherein a first movingobject moves and reaches a goal point in a game space in response tomanipulation by a player, the game device comprising: means forpresenting one or more characters as a goal point determining elementwhich relates to the goal point; means for measuring an amount of timefor the first moving object to reach a certain point from a differentpoint in the game space, and for ranking the player's skill based on themeasured amount of time; means for causing the first moving object, inresponse to manipulation by the player, to approach one of the presentedone or more characters; means for selecting, upon detection ofapproaching movement of the first moving object, the characterapproached by the first moving object; and means for determining thegoal point, based on the selected character, and a time limit for thefirst moving object to reach the goal point based on the player's skillrank.
 2. The game device according to claim 1, wherein the game devicefurther comprises means for displaying the time limit on a display. 3.The game device according to claim 1 or 2, wherein the game devicefurther comprises: means for controlling a second moving objectdifferent from the first moving object, which moves in the game space;means for judging whether the first moving object has passed the secondmoving object; means for adding to a player'points when the first movingbody has passed by the second moving object; and means for determiningwhether to end the game or not based on the time limit, the amount oftime for the first moving object to reach the goal point, and acumulative amount of the player'points.
 4. The game device according toclaim 3, wherein the game device further comprises means for displayingthe cumulative amount of the player's points on the display.
 5. The gamedevice according to claim 1 or 2, wherein the game device furthercomprises: a time meter for counting time remaining in the overall game;and means for ending the game when the time remaining in the overallgame reaches a certain threshold value.
 6. The game device according toclaim 5, wherein the game device further comprises: means forcalculating an additional amount of time in accordance with the timeremaining in the overall game, based on the time limit and the amount oftime for the moving object to reach the goal point; and means for addingthe additional amount of time to the time remaining in the overall game.7. The game device according to claim 1 or 2, wherein the means forpresenting the at least one goal point determining element presents asimulation road regarding at least a part of the game space, and asimulation taxi passenger regarding the at least one goal pointdetermining element.
 8. A method for controlling a game device tocompete for a game score, wherein a first moving object moves andreaches a goal point in a game space in response to manipulation by aplayer, the method comprising: presenting one or more characters as agoal point determining element which relates to the goal point;measuring an amount of time for the first moving object to reach acertain point from a different point in the game space; ranking theplayer'skill based on the measured amount of time; causing the firstmoving object, in response to manipulation by the player, to approachone of the presented one or more characters; selecting, upon detectionof approaching movement of the first moving object, the characterapproached by the first moving object; and determining the goal point,based on the selected character, and a time limit for the first movingobject to reach the goal point based on the player'skill rank.
 9. Themethod according to claim 8, wherein the method further comprisesdisplaying the time limit on a display.
 10. The method according toclaim 8 or 9, wherein the method further comprises: controlling a secondmoving object different from the first moving object, which moves in thegame space; judging whether the first moving object has passed thesecond moving object; adding to a player'points when the first movingobject has passed by the second moving object; and determining whetherto end the game or not based on the time limit, the amount of time forthe first moving object to reach the goal point, and a cumulative amountof the player'points.
 11. The method according to claim 10, wherein themethod further comprises displaying the cumulative amount of theplayer'points on the display.
 12. The method according to claim 8 or 9,wherein the method further comprises: counting time remaining in theoverall game; and ending the game when the time remaining in the overallgame reaches a certain threshold value.
 13. The method according toclaim 12, wherein the method further comprises: calculating anadditional amount of time in accordance with the time remaining in theoverall game, based on the time limit and the amount of time for thefirst moving object to reach to the goal point; and adding theadditional amount of time to the remaining time in the overall game. 14.The method according to claim 8 or 9, wherein the method furthercomprises: presenting a simulation road regarding at least a part of thegame space; and presenting a simulation taxi passenger regarding the atleast one goal point determining element.
 15. A computer-readable mediumstoring a game program executable on a computer, the game program beingone that executes a method that causes the computer to function as agame device for competing for a game score, wherein a moving objectmoves and reaches a goal point in a game space in response tomanipulation by a player, the method comprising: presenting one or morecharacters as a goal point determining element which relates to the goalpoint; measuring the amount of time for the moving object to reach acertain point from a different point in the game space; ranking theplayer'skill based on the measured amount of time; causing the firstmoving object, in response to manipulation by the player, to approachone of the presented one or more characters; selecting, upon detectionof approaching movement of the first moving object, the characterapproached by the first moving object; and determining the goal point,based on the selected character, and a time limit for the moving objectto reach the goal point based on the player'skill rank.
 16. The gamedevice according to claim 1, wherein, when the first moving objectreaches the goal point and the amount of time for the first movingobject to reach the goal point is less than the time limit, the meansfor presenting presents the one or more characters as a goal pointdetermining element which relates to a next goal point.